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hrmmmmm
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# ? Apr 6, 2016 13:31 |
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# ? May 21, 2024 14:49 |
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Throne of Bhalz posted:After playing exclusively veteran / ironman runs, I finally beat the game It's time to move on to something else. Me too bud. I failed my first vet/Iron campaign due to not expanding aggressively enough. I also lost a few vets to oddness/bugs. I won my second run but it was super lopsided after knowing what I needed to do. I had everything researched and was just wasting time until I got two full psi-ops running. They weren't all that fun in the end. I like this game a lot but I need some cooldown time. The buggy crap makes me nervous playing ironman and the power spike early/mid game makes it too easy. The next difficulty might fix that. I used only QoL and cosmetic mods and aren't really interested in what the mod community thinks is balanced when it comes to additions. Here's to hoping we see an expansion in a timely matter!
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# ? Apr 6, 2016 13:41 |
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SynthOrange posted:
The reception for Anarchy's Children was pretty drat bad, but I imagine Firaxis releasing a weapon cosmetics mod would do way better because modding weapons looks way more complex than armor pieces. Or they could make weapons customizable piece-by-piece like armor can. Either way, that's a sick warhammer.
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# ? Apr 6, 2016 13:41 |
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SynthOrange posted:
Also please get on that combat shield mod cheers
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# ? Apr 6, 2016 13:44 |
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What would the shield even do?
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# ? Apr 6, 2016 13:47 |
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SynthOrange posted:What would the shield even do? Count as half or full cover for the soldier and anyone behind it? Sounds like a bitch and a half to mod in though.
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# ? Apr 6, 2016 13:59 |
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Xcom 2: Space Marine
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# ? Apr 6, 2016 14:02 |
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Sloober posted:Count as half or full cover for the soldier and anyone behind it? Isn't that what the WAR suit does already? I never used that ability.
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# ? Apr 6, 2016 14:23 |
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It doesn't grant cover to the person deploying it so it's basically useless. At worst it just tells the AI where to throw the grenades.
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# ? Apr 6, 2016 14:34 |
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I temporarily fixed the "stuck under skyranger" bug by unsubscribing to the "Stop Wasting My Time" mod, then deleting the configs folder in documents/my games/xcom 2/xcomgame I then started a new game. I got through about 6 or 7 missions before encountering the bug, whereas before I was lucky to get more than 3, including Gatecrasher. This time I've been saving after each non-bugged mission too. Reloading the save made before the bugged mission seems to have fixed it - 4 more missions bug free, but we'll see how it goes.
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# ? Apr 6, 2016 15:06 |
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SatelliteCore posted:Me too bud. I failed my first vet/Iron campaign due to not expanding aggressively enough. I also lost a few vets to oddness/bugs. Agreed. On my last failed run, I had made it to the gatekeeper. He waxed me because I didn't know what to expect. This time, I absolutely steamrolled up until the very last room. [Endgame spoilers] I went in blind to the last mission, the only part of the game I hadn't experienced. Accordingly, I didn't properly position my troops for the waves of ayys coming through the portal, and it gave me a some grief, particularly when two of my characters became bound in the same turn. Thankfully, combat protocol is an absolute godsend, and the fight went okay in the long run. Now that I'm reading third party resources and reviews, I'm surprised to hear the lack of love for the support specialist. My typical team consisted of 1 Ranger, 1 Sharpshooter, 2 grenadiers built the same, and 2 specialists that were built to be polar opposites. As much as I loved having a specialist with combat protocol, I don't think I would have survived the run without the healing skills, especially restoration.
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# ? Apr 6, 2016 16:05 |
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Why yes, game, the absolute perfect hidden ability for my long-range sniper is Hail Of Bullets, how did you know?
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# ? Apr 6, 2016 16:18 |
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I wish the specialist had a better weapon or something because the guy is King of Overwatch Mountain but it turns out that's kind of a bum title to have. You can't reliably one-shot anything with an assault rifle. Even with all the overwatch boosting skills and the GTS perk it still feels like a pretty poor choice to spend his turn overwatching unless you're holing up and hoping an unaware pod wanders into your view. I mean Guardian has a chance of taking multiple attacks, BUT each attack is at -30%, the subsequent attacks only work if the first attack hits AND you pass a coin flip AND you have an appropriate target to use it on AND you have enough ammo. That's a lot of conditionals. You compare that to a grenadier's Chain Shot ability, which comes a rank earlier, and it's just depressingly inferior. monster on a stick posted:Why yes, game, the absolute perfect hidden ability for my long-range sniper is Hail Of Bullets, how did you know? I got Hail of Bullets on my sharpshooter and it was awesome! You can use it after moving so it's like getting a perfectly accurate snap shot that only suffers from ammo concerns, and all right-thinking individuals give extra capacity mags to their sharpshooters anyway to buff up their kill zone potential.
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# ? Apr 6, 2016 16:27 |
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Throne of Bhalz posted:I'm surprised to hear the lack of love for the support specialist. My typical team consisted of 1 Ranger, 1 Sharpshooter, 2 grenadiers built the same, and 2 specialists that were built to be polar opposites. As much as I loved having a specialist with combat protocol, I don't think I would have survived the run without the healing skills, especially restoration. Medics are awesome for the final mission, no doubt about it. The problem is, that's the only time they ever shine.
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# ? Apr 6, 2016 16:32 |
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Mzbundifund posted:... and all right-thinking individuals give extra capacity mags to their sharpshooters anyway to buff up their kill zone potential. Not to mention obscene serial chains with an auto-loader. Pressing the reload button on an empty mag for the third time in the same turn is the smuggest reload. G'wan, grenade another pack of Codexes. Hyuk hyuk.
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# ? Apr 6, 2016 17:01 |
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Digirat posted:Getting enough hacking stat to get reliable success shouldn't be reliant on campaign-wide RNG anyway. I'm close to the end of my game and haven't even seen a reward for more hack stat once. At least, that's what I'd say if failure didn't result in a defense and aim boost on the mech. I controlled a Sectopod once but you better believe I had a shitload of units ready to fight back should it have failed... Speedball posted:Scanning Protocol is situationally quite useful and not just for exposing chryssalids and faceless (and there will be times you'll really WANT to be able to expose chryssalids, by the way). If you're in a crowded urban environment or an alien base with a lot of blind corners, it can help you see where enemies are before they see you, which is precious once concealment's been broken. I hear that. In urban levels (particularly council missions) I love Scanning Protocol. Hey this could be dangerous, let me go ahead and clear the building *scan tells me that not only is the building empty, but there are enemies waiting on this side and this side.*
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# ? Apr 6, 2016 17:27 |
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Hacking a sectopod is the best for vip rescue missions because you can make it walk through all the walls that are in your way.
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# ? Apr 6, 2016 17:31 |
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Beat my first game on Commander difficulty last night. Hacking a Sectopod and having it turn on a pod of Mutons is great, but dominating a Gatekeeper and using its psi-bomb power to raise an army of Advent Zombies to lead the final charge is glorious. On to Legendary! Oh God everything takes so long now gonna die gonna die
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# ? Apr 6, 2016 17:38 |
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Absolutely, hacking rewards can be pretty obscene. It's just that they are so unreliable that you are almost always better off just taking a shot or using an item, instead.If I've got a 20% chance to seize control of that MEC or a 50% chance to shut it down, that will trivialize the encounter. But if there's anything xcom teaches you, it's not to rely on shoddy odds.
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# ? Apr 6, 2016 17:40 |
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Backhand posted:Absolutely, hacking rewards can be pretty obscene. It's just that they are so unreliable that you are almost always better off just taking a shot or using an item, instead.If I've got a 20% chance to seize control of that MEC or a 50% chance to shut it down, that will trivialize the encounter. But if there's anything xcom teaches you, it's not to rely on shoddy odds. If I've got some backup and a deece chance to shut down, and I'm engaged with many enemies, then it's shutdown-o-clock. If I'm heavily engaged, then yeah it's not even worth it except for a last-ditch effort (in which case, I made some bad decisions to get here in the first place). Shutdown is usually pretty good at eliminating threats. If the mech is the last enemy in sight and my team has turns, that's what Take Control is for. Otherwise yeah, just shoot them. But hacking is VERY powerful. Bakalakadaka posted:Hacking a sectopod is the best for vip rescue missions because you can make it walk through all the walls that are in your way. Haha the badguys will run right up to the sectopod too and shoot it. I had great positioning and they were activated and in the fog, so I move my new pet pod over to them to fight them. They ran up right next to it, shoot a bunch, eventually felled the thing and blew their own idiot asses up. Unfortunately, when the mission was over, I didn't get a sectopod wreck out of it. I'd have been pissed if it wasn't so funny.
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# ? Apr 6, 2016 17:51 |
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Backhand posted:Absolutely, hacking rewards can be pretty obscene. It's just that they are so unreliable that you are almost always better off just taking a shot or using an item, instead.If I've got a 20% chance to seize control of that MEC or a 50% chance to shut it down, that will trivialize the encounter. But if there's anything xcom teaches you, it's not to rely on shoddy odds. I just wish hacking was more transparent. What's actually happening when you do it? How does the enemy hack score factor into any of it? Is it an opposed roll? Why does it seem like my hack result is either barely out of the gate or it shoots to the other side of the bar?
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# ? Apr 6, 2016 17:52 |
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Hacking is a roll same as firing. Your hacking score is aim and the advent tech score is their defense. The little bar thing is just a pretty light.
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# ? Apr 6, 2016 17:58 |
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Coolguye posted:Hacking is a roll same as firing. Your hacking score is aim and the advent tech score is their defense. The little bar thing is just a pretty light. So is this reflected in the soldier banter when they miss? Is a "just missed" different in the RNG than a "shots wide" or whatever else they say?
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# ? Apr 6, 2016 18:17 |
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No. A miss is just a miss.
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# ? Apr 6, 2016 18:21 |
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SynthOrange posted:
Why are XCOM rangers lugging around a meat tenderizer? Do I even want to know?
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# ? Apr 6, 2016 19:06 |
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There's a reason "rations" is never a category in your monthly upkeep cost.
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# ? Apr 6, 2016 19:10 |
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Mod in that hammer, use all rangers, name the game "Midnight Meat Train"
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# ? Apr 6, 2016 19:10 |
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Advent burgers indeed.
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# ? Apr 6, 2016 19:12 |
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Bakalakadaka posted:Xcom 2: Space Marine Unironically, yes.
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# ? Apr 6, 2016 19:27 |
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.
sincx fucked around with this message at 06:15 on Mar 23, 2021 |
# ? Apr 6, 2016 19:36 |
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Moogle posted:I don't care if it's cheating or not; I added the XCOM dice rolls mod, and haven't looked back. 10% to hit, 10% to crit to me means 1 in 10 chance of hitting me, and 1 in 10 chance of critting those hits, not 1 in 10 chance of crit and bugger all else. It's very counterintuitive but the new crit mechanics probably help the player more often than not. The player has much more access to crits than the aliens, so the net effect is to make crits a more reliable source of additional damage. sincx posted:I'm at the end of the mission that you get when you skulljack an Advent Officer. It's a forced-evac ending to that mission, so you don't get to keep any corpses.
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# ? Apr 6, 2016 19:44 |
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a) you don't get loot from EVAC missions unless you're carrying it, so you won't get any of the bodies. b) you can only gain one promotion per mission, though theoretically if you pile on a ton of extra EXP it might get another promotion at the end of the next mission they're on?
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# ? Apr 6, 2016 19:47 |
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SynthOrange posted:
Where's the rotating chainsaw blade on it
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# ? Apr 6, 2016 21:45 |
dyzzy posted:It doesn't grant cover to the person deploying it so it's basically useless. At worst it just tells the AI where to throw the grenades. There's a mod for that, happily.
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# ? Apr 6, 2016 21:49 |
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vorebane posted:There's a mod for that, happily. Shieldwall should give shield points. That would be baller.
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# ? Apr 6, 2016 22:51 |
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SynthOrange posted:What would the shield even do? attach to the same bone as the Skulljack provide some sort of defensive bonus look rad
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# ? Apr 6, 2016 22:57 |
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Batter ayy's upside the face with. Provide light cover to allies without a turn being wasted. (so, worthless) Give a small amount of armour. Batter ayy's upside the face with. Look rad.
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# ? Apr 6, 2016 23:37 |
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Surprise Lids, Surprise Faceless, or double Intel costs. Oh XCOM (I'm thinking the lids, since I can cut down on intel needs for a month, and Faceless are manageable.)
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# ? Apr 7, 2016 04:20 |
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More faceless = more mimic beacons. Bring em on.
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# ? Apr 7, 2016 04:24 |
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# ? May 21, 2024 14:49 |
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SynthOrange posted:More faceless = more mimic beacons. Bring em on.
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# ? Apr 7, 2016 05:51 |